System and method for allowing affiliations to utilize in-game items to assist other players

ABSTRACT

One aspect of the disclosure relates to a system configured to provide a virtual space, in accordance with one or more implementations. Users of virtual spaces may encounter barriers in a game. During these barriers, users may receive and/or provide assistance to other affiliation members. One aspect of the disclosure relates to allowing affiliations or other groups to utilize in-game items to assist other players in game progress in an online game. This may incent positive player actions towards affiliation members, may enhance engagement between affiliation members, may provide an incentive for users to join an affiliation, and/or have other results. These results may ultimately contribute to enhanced retention, enhanced monetization, enhanced user satisfaction, and/or other enhancements.

FIELD

The disclosure relates to allowing affiliations or other groups toutilize in-game items to assist other players' progress.

BACKGROUND

Various techniques for providing in-game items to players to assist inthe operation, administration, and/or performance of a virtual world areknown. Acquiring in game items based on players interaction with andperformance in an online game is also known. Conventional systems,however, suffer from various drawbacks such as creating a competitiveenvironment so that players may individually acquire in-game items basedon skill. For example, conventional systems may fail to create positiveplayer actions towards their affiliation members, resulting in morecompetitive and individualized game play.

SUMMARY

One aspect of the disclosure relates to a system configured to provide avirtual space, in accordance with one or more implementations. Users ofvirtual spaces may encounter barriers in a game. During these barriers,users may receive and/or provide assistance to other affiliationmembers. One aspect of the disclosure relates to allowing affiliationsor other groups to utilize in-game items to assist other players in gameprogress in an online game. An affiliation may include an alliance,team, guild, cohort, and/or other affiliation with a discrete group ofusers. This may incent positive player actions towards affiliationmembers, may enhance engagement between alliance members, may provide anincentive for users to join an affiliation, and/or have other results.These results may ultimately contribute to enhanced retention, enhancedmonetization, enhanced user satisfaction, and/or other enhancements. Insome implementations, the system may include one or more servers. Theserver(s) may be configured to communicate with one or more clientcomputing platforms according to a client/server architecture. The usersmay access the system and/or the virtual spaces via the client computingplatforms, in for instance, one or more games.

The server may be configured to execute one or more computer programmodules. The computer program modules may include one or more of a usermodule, a space module, an interaction module, a relationship module, anetwork module, a user account module, an assistance module and/or othermodules.

The space module may be configured to execute an instance of a virtualspace. The instance of the virtual space may be implemented tofacilitate participation by the users in an online game. The spacemodule may be configured to facilitate interaction of the users with thevirtual space by executing actions in the instance of the virtual spacein response to receiving action requests from the users. The executedactions may require one or both of time and/or a virtual resource.

The user account module may be configured to store inventories ofresources that may be available to users in the virtual space. Theinventories may include a first inventory of resources available to afirst user in the virtual space, a second inventory of resourcesavailable to a second user in the virtual space, and/or otherinventories.

Various matters may be collected in an inventory. These matters mayinclude, but are not limited to, virtual items, virtual resources,character attributes, and/or character skills. A virtual item may be anitem that may be used in a virtual world to assist a player's character.Examples of virtual items include, but are not limited to, valuables(money, valuable metals or gems, etc.), weapons, spell components,defense components, and/or armor. A virtual resource may be a resourcethat may be used in the virtual world to create game attributes.Examples of virtual resources include wood, stone, herbs, water, ores,animals, monsters, bosses, NPCs, building materials, potions, etc. Acharacter attribute may be any quality, trait, feature and/orcharacteristic a particular character can have. Character attributes mayinclude, but are not be limited to: a character score, a virtual object,the physical appearance of a character, an emblem or mark, a syntheticvoice, virtual currency, virtual help points or credits, the ability tojoin groups of other players at a later time, a score for subsequentmatching of later game parameters, a relationship with anothercharacter, a genetic profile or makeup, a skill or skill level, and/or aranking. Character skills may be game attributes inherent in or acquiredby a player character during game play such as, but not limited to: theability to cast (certain) spells, foretell the future, read minds, use(certain) weapons, cook, hunt, find herbs, assemble herbs into potions,mine, assemble objects into other objects, fly, and/or enchant otherplayer characters.

The relationship module may be configured to store associations of theusers in the online game within the virtual space with affiliations. Theaffiliations may include a first affiliation and/or other affiliations.One or more of the first user, the second user, and/or other users maybe associated with the first affiliation.

The assistance module may be configured to receive a request forassistance from a first user of the first affiliation. The assistancemodule may effectuate presentation of information related to the requestto other members of the first affiliation. The assistance module mayreceive an assistance input from the second user of the firstaffiliation. The assistance input may be provided by the second userresponsive to presentation of the request. The assistance module mayeffectuate provision of the assistance from the second user to the firstuser in response to reception of the assistance input. Provision of theassistance from the second user may deplete resources from the secondinventory.

In some implementations, the inventories include a third inventory ofresources available to a third user in the virtual space and/or a fourthinventory of resources available to a fourth user in the virtual space.The affiliations comprise a second affiliation to which the third userand/or the fourth user may be associated.

The assistance module may be configured to receive a request forassistance from a third user of the second affiliation. The assistancemodule may effectuate presentation of information related to the requestto other members of the second affiliation. The assistance module mayreceive an assistance input from the fourth user of the secondaffiliation. The assistance module may effectuate a provision of theassistance from the fourth user to the third user in response toreception of the assistance input, wherein provision of the assistancefrom the fourth user may deplete resources from the fourth inventoryand/or any other inventory.

In some implementations, the received assistance may comprise making theinitiation of an action possible, speeding up a wait time, oreliminating the wait time. In some implementations, the assistance fromthe second user helps the first user and/or any other user complete oneor more game play loops comprising: training, building, researching,General/Knight/Hero/Character leveling, marching, and defending.

In some implementations, the received assistance from the second usermay be without any compensation in the form of resources becomingavailable to the second user. In some implementations, the receivedassistance from the second user may deplete a virtual currency from thesecond inventory. In some implementations, the received assistance fromthe second user may deplete an in-game item from the second inventory.In some implementations, the received assistance from the second usermay deplete an in-game item from the second inventory permanently. Insome implementations, the received assistance from the second user maydeplete an in-game item from the second inventory temporarily. In someimplementations, the request for assistance may be only viewed by otherusers in the first affiliation.

In some implementations, a computer-implemented method of providingassistance to users may be implemented in a computer system comprisingone or more physical processors. The method may comprise executing aninstance of a virtual space to facilitate participation by the users inan online game. The space module may be configured to facilitateinteraction of the users with the virtual space by executing actions inthe instance of the virtual space in response to receiving actionrequests from the users. The executing actions may require one or bothof time and/or a virtual resource and/or any other any other action.

In some implementations inventories of resources that may be availableto users in the virtual space may be stored. The inventories may includea first inventory of resources available to a first user in the virtualspace and/or a second inventory of resources available to a second userin the virtual space, and/or any other inventory available to any otheruser.

Associations of the users in the online game within the virtual spacewith affiliations may be stored. The affiliations may comprise a firstaffiliation to which the first user and/or the second user may beassociated. The affiliations may receive a request for assistance from afirst user of the first affiliation. The affiliation may effectuatepresentation of information related to the request to other members ofthe affiliation. The affiliation may receive an assistance input fromthe second user of the first affiliation, and/or effectuate provision ofthe assistance from the second user to the first user in response toreception of the assistance input. Provision of the assistance from thesecond user and/or any other user may deplete resources from the secondinventory and/or any other inventory.

These and/or other features, and characteristics of the presenttechnology, as well as the methods of operation and functions of therelated elements of structure and the combination of parts and economiesof manufacture, will become more apparent upon consideration of thefollowing description and the appended claims with reference to theaccompanying drawings, all of which form a part of this specification,wherein like reference numerals designate corresponding parts in thevarious figures. It is to be expressly understood, however, that thedrawings are for the purpose of illustration and description only andare not intended as a definition of the limits of the invention. As usedin the specification and in the claims, the singular form of “a”, “an”,and “the” include plural referents unless the context clearly dictatesotherwise.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 illustrates an exemplary system configured to provide allowingaffiliations or other groups to utilize in-game items to assist otherplayers' progress, according to an aspect of the invention.

FIG. 2 illustrates an exemplary method of allowing affiliations or othergroups to utilize in-game items to assist other players' progress,according to an aspect of the invention.

FIG. 3 illustrates an exemplary game space depicting allowingaffiliations or other groups to utilize in-game items to assist otherplayers' progress, according to an aspect of the invention.

DETAILED DESCRIPTION

FIG. 1 illustrates a system 10 configured to provide allowingaffiliations or other groups to utilize in-game items to assist otherplayers in-game progress in an online game. In some implementations,system 10 may include a game server 12. The game server 12 may host agame space in which an online game takes place. The game server 12 maybe configured to communicate with one or more client computing platforms14 according to a client/server architecture. The users may accesssystem 10 and/or the virtual space via client computing platforms 14.

The game server 12 may be configured to execute one or more computerprogram modules. The computer program modules may include one or more ofa user module 18, a space module 20, an interaction module 22, arelationship module 24, a network module 26, a user account module 28,an assistance module 30, and/or other modules.

The user module 18 may be configured to access and/or manage one or moreuser profiles and/or user information associated with users of thesystem 10. The one or more user profiles and/or user information mayinclude information stored by game server 12, one or more of the clientcomputing platforms 14, and/or other storage locations. The userprofiles may include, for example, information identifying users (e.g.,a username or handle, a number, an identifier, and/or other identifyinginformation) within the virtual space, security login information (e.g.,a login code or password), virtual space account information,subscription information, virtual currency account information (e.g.,related to currency held in credit for a user), relationship information(e.g., information related to relationships between users in the virtualspace), virtual space usage information, demographic informationassociated with users, interaction history among users in the virtualspace, information stated by users, purchase information of users,browsing history of users, a client computing platform identificationassociated with a user, a phone number associated with a user, and/orother information related to users.

Space module 20 may be configured to implement the instance of thevirtual space executed by the computer modules. The instance of thevirtual space may reflect the state of the virtual space. The instanceof the virtual space may be used to push state information to clientsfor implementation on the clients, may be used to verify stateinformation generated on clients executing expressions of the instancelocally, and/or for other purposes. State information may includeinformation about the state of the virtual space such as, withoutlimitation, position information of one or more objects, topographyinformation, object status/shape information, battle information, scoreinformation, user or character progress information, user inventoryinformation, progress information for one or more activities or actions,view information describing a view of the virtual space, and/or otherinformation that describes the state of the virtual space. The spacemodule may be configured to facilitate interaction of the users with thevirtual space by executing actions in the instance of the virtual spacein response to receiving action requests from the users. The executedactions may require one or both of time and/or a virtual resource.

Expressions of the instance executed on the clients may facilitatepresentation of views on the clients of the virtual space. Expressionsof the instance executed on the clients may be configured to simplypresent views of the virtual space based on the state information (e.g.,via streaming view information, object/position information, and/orother state information) received from space module 20. Expressions ofthe instance executed on the clients may include space logic thateffectively provides for execution of a limited version of the instanceon a client that is synchronized and/or verified with state informationreceived from space module 20. The view presented on a given client maycorrespond to a location in the virtual space (e.g., the location fromwhich the view is taken, the location the view depicts, and/or otherlocations), a zoom ratio, a dimensionality of objects, a point-of-view,and/or view parameters. One or more of the view parameters may beselectable by the user.

The instance of the virtual space may comprise a simulated space that isaccessible by users via clients (e.g., client computing platforms 14)that present the views of the virtual space to a user. The simulatedspace may have a topography, express ongoing real-time interaction byone or more users, and/or include one or more objects positioned withinthe topography that are capable of locomotion within the topography. Insome instances, the topography may be a 2-dimensional topography. Inother instances, the topography may be a 3-dimensional topography. Thetopography may include dimensions of the space, and/or surface featuresof a surface or objects that are “native” to the space. In someinstances, the topography may describe a surface (e.g., a groundsurface) that runs through at least a substantial portion of the space.In some instances, the topography may describe a volume with one or morebodies positioned therein (e.g., a simulation of gravity-deprived spacewith one or more celestial bodies positioned therein). The instanceexecuted by the computer modules may be synchronous, asynchronous,and/or semi-synchronous.

The instance of the virtual space may comprise one or more userselectable actions. A user selectable action may be associated with await time. A wait time associated with an action may prevent anexecution of a number of corresponding actions for an amount of timeafter receiving a request for the action. In a virtual space such as anonline game, a wait time may be associated with a time required tocomplete an action. In such cases, an action may comprise, for example,developing a skill, building, crafting, modifying, upgrading, trading,selling, and/or repairing an item, an equipment, a building, and/or astructure; training, building, modifying, healing, requesting,upgrading, selling, and/or repairing an in-game unit; harvesting,refining, trading, selling, developing, spending, and/or consuming anin-game resource; using, performing, developing, modifying, upgrading,and/or training a skill, ability, and/or attribute; completing in-gametravel, reloading a weapon, receiving assistance such as a hint and/or aclue, and/or other actions. For example, in a game involving buildingvirtual structures, a wait time may be associated with the time it takesfor a virtual structure to be built, upgraded, and/or repaired. Inanother example involving a game with an aspect related to thedevelopment of a character, a wait time may be associated with the timeit takes to use a skill and/or ability such as a melee attack or aspell; and/or to interact with another player and/or a non-playercharacter. In yet another example involving a game with an aspectrelated to the development of an army, a wait time may be associatedwith the time it takes to harvest resources and/or to build units.

A wait time may be associated with a time required to recover fromcompleting an in-game action. In such cases, an action may comprise, forexample, developing a skill, building, crafting, modifying, upgrading,trading, selling, and/or repairing an item, an equipment, a building,and/or a structure; training, building, modifying, healing, requesting,upgrading, selling, and/or repairing an in-game unit; harvesting,refining, trading, selling, developing, spending, and/or consuming anin-game resource; using, performing, developing, modifying, upgrading,and/or training a skill, ability, and/or attribute; completing in-gametravel, reloading a weapon, receiving assistance such as a hint and/or aclue, and/or other actions. For example, in a game involving buildingvirtual structures, a wait time may be associated with the time it takesto recover the amount of resources spent when building, upgrading,and/or repairing a virtual structure. In another example involving agame with an aspect related to the development of a character, a waittime may be associated with the time it takes to recover energy usedwhen activating a skill and/or ability such as a melee attack or aspell; and/or to interact with another player and/or a non-playercharacter. In yet another example involving a game with an aspectrelated to the development of an army, a wait time may be associatedwith the time it takes recover from requesting special limited useunits, abilities, and/or powers.

In some cases, a wait time may be associated with a time required toboth complete an action and/or recover from completing the action. Inaddition, a person of skill in the art will appreciate that a wait timemay be static or dynamic depending on the conditions of the game. Forinstance and without limitation, a wait time may depend on the number ofother players requesting the same action and/or a similar action type. Aperson of skill in the art will appreciate that in some cases a virtualspace may allow a player to queue action requests. In such cases, thewait time may be the wait time associated with one or more actions inthe queue.

In some instances, wait times may be shortened or eliminated through theuse of accelerators. Accelerators may include, for example, effects ofactions taken by other players, the use of an in-game item, spendingin-game money and/or resources, spending real world currency, spendingearned or purchased, using an in-game power-up, and/or otheraccelerators. Accelerators may shorten wait time by, without limitation,reducing the overall wait time, accelerating the speed with which thewait time passes, shifting the wait time to another action, eliminatingthe wait time, and/or other methods.

In other instances, wait times may be lengthened through the use ofpenalties. Penalties may include, for example, effects of actions takenby other players, the use of an in-game item, spending in-game moneyand/or resources, spending real world currency, spending earned orpurchased, using an in-game power-up, and/or other penalties. Penaltiesmay lengthen a wait time by, without limitation, increasing the overallwait time, decreasing the speed with which the wait time passes,shifting the wait time from another action, and/or other methods.

In some instances, the amount of wait time remaining may be presented tothe user of the virtual space. In a setting such as a game, the waittime may be presented as a countdown timer, a progress bar, a maskoverlaying an action request indicating it may not be selected, and/orother methods of presenting a wait time.

In some cases, wait times may apply to subsequent requests of the sameaction, and in yet other cases, wait times may apply to subsequentrequests of the same action type. Action types may include buildingstructures, items, equipment, and/or units; upgrading structures, items,equipment, and/or units; repairing structures, items, equipment, and/orunits; upgrading skills and/or abilities; utilizing skills and/orabilities; harvesting resources; researching technology; trading items,equipment, and/or resources; traveling; and/or other action types.

The above description of the views of the virtual space determined fromthe instance executed by space module 20 is not intended to be limiting.The virtual space may be presented in a more limited, or richer, manner.For example, views of the virtual space may be selected from a limitedset of graphics depicting an event in a given place within the virtualspace. The views may include additional content (e.g., text, audio,pre-stored video content, and/or other content) that describesparticulars of the current state of the place, beyond the relativelygeneric graphics. For example, a view may include a generic battlegraphic with a textual description of the opponents to be confronted.Other representations of individual places within the virtual space maybe contemplated.

Within the instance of the virtual space executed by space module 20,users may control characters, objects, simulated physical phenomena(e.g., wind, rain, earthquakes, and/or other phenomena), and/or otherelements within the virtual space to interact with the virtual spaceand/or each other. The user characters may include avatars. As usedherein, the term “user character” may refer to an object (or group ofobjects) present in the virtual space that represents an individualuser. The user character may be controlled by the user with which it isassociated. The user controlled element(s) may move through and/orinteract with the virtual space (e.g., non-user characters in thevirtual space, other objects in the virtual space). The user controlledelements controlled by and/or associated with a given user may becreated and/or customized by the given user. The user may have an“inventory” of virtual goods and/or currency that the user may use(e.g., by manipulation of a user character or other user controlledelement, and/or other items) within the virtual space.

The users may participate in the instance of the virtual space bycontrolling one or more of the available user controlled elements in thevirtual space. Control may be exercised through control inputs and/orcommands input by the users through client computing platforms 14. Theusers may interact with each other through communications exchangedwithin the virtual space. Such communications may include one or more oftextual chat, instant messages, private messages, voice communications,and/or other communications. Communications may be received and/orentered by the users via respective client computing platforms 14.Communications may be routed to and/or from the appropriate usersthrough game server 12 (e.g., through space module 20).

The interaction module 22 may be configured to monitor interactions ofthe users with the virtual space and/or each other within the virtualspace. This may include monitoring, for a given user, one or more oftimes at which the given user is logged in to the virtual space, areasof the virtual space the given user views or interacts with or in, otherusers the given user interacts with, the nature and/or content ofinteractions of the given user with other users, activities participatedin within the virtual space, level, powers, or skill attained in thevirtual space, inventory items obtained in the virtual space, and/orother interactions of the given user with the virtual space and/or otherusers. Some or all of the information generated by interaction module 22in monitoring the interactions of the users may be stored to the userprofiles managed by user module 18.

At a given time, interaction module 22 may determine a set of users thatmay be currently engaged with the virtual space and/or a set of usersthat may not be currently engaged with the virtual space. Being engagedwith the virtual space may refer to being logged in to the virtualspace, performing some action or interaction within the virtual spacewithin some period of time (e.g., the last 2 minutes), and/or othertaking some other action indicating ongoing and/or contemporaneousengagement with the virtual space.

The interaction module 22 may be configured to determine, for individualusers, an activity metric that indicates an activity level within thevirtual space. The activity metric may be determined based on one ormore of log in frequency, amount of time logged in to the virtual spacewithin a rolling time period (e.g., over the last day, week, month, orother rolling time period), average amount of time logged in to thevirtual space over some length of time (e.g., per day, per week, and/orother length of time), average log in session time over a rolling timeperiod, number of inter-user communications over a length of time,number of inter-user communications per log in, number of relationshipswith other users in the virtual space, number of new relationships withother users in the virtual space within a rolling time period, amount ofreal world money spent in the virtual space, and/or other activityparameters.

The relationship module 24 may be configured to establish relationshipsbetween users within the virtual space. The relationship module 24 maybe configured to store associations of the users in the online gamewithin the virtual space with affiliations, the affiliations comprisinga first affiliation to which the first user and/or the second user maybe associated. Such relationships may include one or more offriendships, guilds (with guild-mates), affiliations, connections,followers, and/or other relationships.

The relationship module 24 may be configured to store associations ofthe users in the online game within the virtual space with affiliations.The affiliations may include a first affiliation and/or otheraffiliations. One or more of the first user, the second user, and/orother users may be associated with the first affiliation.

The relationship module 24 may establish relationships based onrelationship requests and/or acceptances received from users.Establishment of a relationship may be initiated by a singlecommunication (e.g., a request) initiated by a given user requesting arelationship between the given user and/or one or more other users.Establishment of a relationship may require a first communication fromthe given user to be approved by the one or more other users.Relationships may include one or more types of relationships that have afunctional purpose or impact within the virtual space, and/or one ormore types of relationships of a social construct within the virtualspace that does not have a functional result.

Network module 26 of the game server 12 may be configured to maintain aconnection to the one or more client computing platforms 14. Forexample, the network module 26 may maintain one or more communicationlines or ports to enable connection and/or exchange of information witha network 40 and/or other computing platforms 14. Information such asstate information, game state and/or game logic may be communicated vianetwork module 26. The network module may be configured to receiveinformation from the client computing platform 14 as well.

The user account module 28 may be configured to store inventories ofresources that may be available to users in the virtual space. Theinventories may include a first inventory of resources available to afirst user in the virtual space, a second inventory of resourcesavailable to a second user in the virtual space, and/or otherinventories.

Various matters may be collected in an inventory. These matters mayinclude, but are not limited to, virtual items, virtual resources,character attributes, and/or character skills. A virtual item may be anitem that can be used in a virtual world to assist a player's character.Examples of virtual items include, but are not limited to, valuables(money, valuable metals or gems, etc.), weapons, spell components,defense components, and/or armor. A virtual resource may be a resourcethat can be used in the virtual world to create game attributes.Examples of virtual resources include wood, stone, herbs, water, ores,animals, monsters, bosses, NPCs, building materials, potions, etc. Acharacter attribute may be any quality, trait, feature and/or anycharacteristic a particular character can have. Character attributes mayinclude, but are not be limited to: a character score, a virtual object,the physical appearance of a character, an emblem or mark, a syntheticvoice, virtual currency, virtual help points or credits, the ability tojoin groups of other players at a later time, a score for subsequentmatching of later game parameters, a relationship with anothercharacter, a genetic profile or makeup, a skill or skill level, and/or aranking. Character skills may be game attributes inherent in or acquiredby a player character during game play such as, but not limited to: theability to cast (certain) spells, foretell the future, read minds, use(certain) weapons, cook, hunt, find herbs, assemble herbs into potions,mine, assemble objects into other objects, fly, and/or enchant otherplayer characters.

The assistance module 30 may be configured to receive a request forassistance from a first user of the first affiliation. The assistancemodule 30 may effectuate presentation of information related to therequest to other members of the first affiliation. The assistance module30 may receive an assistance input from the second user and/or any otheruser of the first affiliation and/or any other affiliation. Theassistance input may be provided by the second user responsive topresentation of the request. The assistance module may effectuateprovision of the assistance from the second user to the first user inresponse to reception of the assistance input. Provision of theassistance from the second user may deplete resources from the secondinventory and/or any other inventory.

In some implementations, the inventories include a third inventory ofresources available to a third user in the virtual space and/or a fourthinventory of resources available to a fourth user in the virtual space.The affiliations comprise a second affiliation to which the third userand/or the fourth user may be associated.

The assistance module 30 may be configured to receive a request forassistance from a third user of the second affiliation. The assistancemodule may effectuate presentation of information related to the requestto other members of the second affiliation. The assistance module mayreceive an assistance input from the fourth user of the secondaffiliation. The assistance module may effectuate a provision of theassistance from the fourth user to the third user in response toreception of the assistance input, wherein provision of the assistancefrom the fourth user may deplete resources from the fourth inventoryand/or any other inventory.

In some implementations, there may be any number of players in anaffiliation and/or there may be a fixed number of players in anaffiliation. In some implementations, the affiliations may be based oncharacter attributes. Character attributes may be any quality, trait,feature or characteristic a particular character can have that may bestored in the corresponding character account. Character attributes mayinclude, but are not be limited to: a character score, a virtual object,the physical appearance of a character, an emblem or mark, a syntheticvoice, virtual currency, virtual help points or credits, the ability tojoin groups of other players at a later time, a score for subsequentmatching of later game parameters, a relationship with anothercharacter, a genetic profile or makeup, a skill or skill level, and/or aranking.

In some implementations, the affiliations may be based on characterskills. Character skills may be game attributes inherent in or acquiredby a player character during game play such as, but not limited to: theability to cast (certain) spells, foretell the future, read minds, use(certain) weapons, cook, hunt, find herbs, assemble herbs into potions,mine, assemble objects into other objects, fly, and/or enchant otherplayer characters.

In some implementations, the received assistance may comprise making theinitiation of an action possible, speeding up a wait time, oreliminating the wait time. In some implementations, the assistance fromthe second user helps the first user complete one or more game playloops comprising: training, building, researching,General/Knight/Hero/Character leveling, marching, and/or defending.

In some implementations, the received assistance from the second usermay be without any compensation in the form or resources becomingavailable to the second user. In some implementations, the receivedassistance from the second user may deplete a virtual currency from thesecond inventory. In some implementations, the received assistance fromthe second user may deplete an in-game item from the second inventory.In some implementations, the received assistance from the second usermay deplete an in-game item from the second inventory permanently. Insome implementations, the received assistance from the second user maydeplete an in-game item from the second inventory temporarily. In someimplementations, the request for assistance may be viewed by other usersin the first affiliation.

The game server 12, client computing platforms 14, and/or externalresources may be operatively linked via one or more electroniccommunication links. For example, such electronic communication linksmay be established, at least in part, via a network such as the Internetand/or other networks. It will be appreciated that this is not intendedto be limiting, and that the scope of this disclosure includesimplementations in which game servers 12, client computing platforms 14,and/or external resources may be operatively linked via some othercommunication media.

Game server 12 may include electronic storage 32, one or more processors16, and/or other components. Game server 12 may include communicationlines, or ports to enable the exchange of information with a network 46and/or other computing platforms 14. Illustration of game server 12 inFIG. 1 is not intended to be limiting. Game server 12 may include aplurality of hardware, software, and/or firmware components operatingtogether to provide the functionality attributed herein to game server12. For example, game server 12 may be implemented by a cloud ofcomputing platforms operating together as game server 12.

Electronic storage 32 may comprise non-transitory storage media thatelectronically stores information. The electronic storage media ofelectronic storage 32 may include one or both of system storage that isprovided integrally (i.e., substantially non-removable) with game server12 and/or removable storage that is removably connectable to game server12 via, for example, a port (e.g., a USB port, a firewire port, etc.) ora drive (e.g., a disk drive, etc.). Electronic storage 32 may includeone or more of optically readable storage media (e.g., optical disks,etc.), magnetically readable storage media (e.g., magnetic tape,magnetic hard drive, floppy drive, etc.), electrical charge-basedstorage media (e.g., EEPROM, RAM, etc.), solid-state storage media(e.g., flash drive, etc.), and/or other electronically readable storagemedia. Electronic storage 32 may include one or more virtual storageresources (e.g., cloud storage, a virtual private network, and/or othervirtual storage resources). Electronic storage 32 may store softwarealgorithms, information determined by processor 16, information receivedfrom game server 12, information received from client computingplatforms 14, and/or other information that enables game server 12 tofunction as described herein.

Processor(s) 16 may be configured to provide information processingcapabilities in game server 12. As such, processor 16 may include one ormore of a digital processor, an analog processor, a digital circuitdesigned to process information, an analog circuit designed to processinformation, a state machine, and/or other mechanisms for electronicallyprocessing information. Although processor 16 is shown in FIG. 1 as asingle entity, this is for illustrative purposes only. In someimplementations, processor 16 may include a plurality of processingunits. These processing units may be physically located within the samedevice, or processor 16 may represent processing functionality of aplurality of devices operating in coordination. The processor 16 may beconfigured to execute modules 18, 20, 22, 24, 26, 28, and/or 30.Processor 16 may be configured to execute modules 18, 20, 22, 24, 26,28, and/or 30 by software; hardware; firmware; some combination ofsoftware, hardware, and/or firmware; and/or other mechanisms forconfiguring processing capabilities on processor 16. As used herein, theterm “module” may refer to any component or set of components thatperform the functionality attributed to the module. This may include oneor more physical processors during execution of processor readableinstructions, the processor readable instructions, circuitry, hardware,storage media, or any other components.

It should be appreciated that although modules 18, 20, 22, 24, 26, 28,and/or 30 are illustrated in FIG. 1 as being implemented within a singleprocessing unit, in implementations in which processor includes multipleprocessing units, one or more of modules 18, 20, 22, 24, 26, 28, and/or30 may be implemented remotely from the other modules. The descriptionof the functionality provided by the different modules 18, 20, 22, 24,26, 28, and/or 30 28 described below is for illustrative purposes,and/or is not intended to be limiting, as any of modules 18, 20, 22, 24,26, 28, and/or 30 may provide more or less functionality than isdescribed. For example, one or more of modules 18, 20, 22, 24, 26, 28,and/or 30 may be eliminated, and/or some or all of its functionality maybe provided by other ones of modules 18, 20, 22, 24, 26, 28, and/or 30.As another example, processor 16 may be configured to execute one ormore additional modules that may perform some or all of thefunctionality attributed below to one of modules 18, 20, 22, 24, 26, 28,and/or 30.

A given client computing platform 14 may include one or more processorsconfigured to execute computer program modules. The computer programmodules may be configured to enable an expert or user associated withthe given client computing platform 14 to interface with system 10, gameserver 12, and/or external resources, and/or provide other functionalityattributed herein to client computing platforms 14. By way ofnon-limiting example, the given client computing platform 14 may includeone or more of a desktop computer, a laptop computer, a handheldcomputer, a tablet computing platform, a NetBook, a Smartphone, a gamingconsole, and/or other computing platforms.

FIG. 2 illustrates an exemplary method 36 of allowing affiliations orother groups to utilize in-game items to assist other players' progress,according to an aspect of the invention. The operations of method 36presented below are intended to be illustrative. In some embodiments,method 36 may be accomplished with one or more additional operations notdescribed, and/or without one or more of the operations discussed. Theorder in which the operations of method 36 are illustrated in FIG. 2 anddescribed below is not intended to be limiting.

In some embodiments, method 36 may be implemented in one or moreprocessing devices (e.g., a digital processor, an analog processor, adigital circuit designed to process information, an analog circuitdesigned to process information, a state machine, and/or othermechanisms for electronically processing information). The one or moreprocessing devices may include one or more devices executing some or allof the operations of method 36 in response to instructions storedelectronically on an electronic storage medium. The one or moreprocessing devices may include one or more devices configured throughhardware, firmware, and/or software to be specifically designed forexecution of one or more of the operations of method 36.

At an operation 38, an instance of a virtual space may be executed. Insome implementations, operation 38 may be performed by a space modulethe same as or similar to space module 20 (shown in FIG. 1 and describedabove). In some implementations, the method may be configured tofacilitate interaction of the users with the virtual space by executingactions in the instance of the virtual space in response to receivingaction requests from the users, where the executing actions requires oneor both of time and/or a virtual resource.

At an operation 40, inventories of resources may be stored. In someimplementations, operation 40 may be performed by a user account module28 (shown in FIG. 1 and described above). In some implementations,operation 40 may store inventories of resources that may be available tousers in the virtual space, the inventories including a first inventoryof resources available to a first user in the virtual space and/or asecond inventory of resources available to a second user in the virtualspace.

At an operation 42, associations of resources may be stored. In someimplementations, operation 42 may be performed by a relationship module24 (shown in FIG. 1 and described above). In some implementations,operation 42 may store associations of the users in the online gamewithin the virtual space with affiliations, the affiliations comprisinga first affiliation to which the first user and/or the second user maybe associated.

At an operation 44, request for assistance may be received. At operation46, assistance may be provided. In some implementations, operations 44and/or 46 may be performed by an assistance module the same as orsimilar to assistance module 30 (shown in FIG. 1 and described above).In some implementations, operations 44 and/or 46 may receive a requestfor assistance from a first user of the first affiliation. Operations 44and 46 may effectuate presentation of information related to the requestto other members of the affiliation. Operations 44 and/or 46 may receivean assistance input from the second user of the first affiliation,and/or effectuate provision of the assistance from the second user tothe first user in response to reception of the assistance input. Theprovision of the assistance from the second user may deplete resourcesfrom the second inventory.

FIG. 3 illustrates an embodiment of a virtual space interface 50,according to an aspect of the invention. Virtual space interface 50 maybe configured to display a virtual character 70. Virtual space interface50 may be configured to display a plurality of resources 52, 54, and/or56. Virtual space interface 50 may be configured to allow a user to chat68 with affiliation members 66 and/or request assistance. Virtual spaceinterface 50 may be configured to allow a user to select a plurality ofactions 60, 62, and/or 64 based on assistance received. It should beappreciated that other layouts of virtual space interface 50 may becontemplated.

Although the present technology has been described in detail for thepurpose of illustration based on what is currently considered to be themost practical and preferred implementations, it is to be understoodthat such detail is solely for that purpose and that the technology isnot limited to the disclosed implementations, but, on the contrary, isintended to cover modifications and equivalent arrangements that arewithin the spirit and scope of the appended claims. For example, it isto be understood that the present technology contemplates that, to theextent possible, one or more features of any implementation may becombined with one or more features of any other implementation.

What is claimed is:
 1. A system configured to provide assistance betweenusers in an online game, the system comprising: one or more physicalprocessors configured by machine-readable instructions to: storeinventories of at least one of virtual items and resources that areavailable to the users in the online game, wherein the inventoriesinclude a first inventory of at least one of: (i) virtual itemsavailable to a first user in the online game, and (ii) resourcesavailable to the first user in the online game, wherein the inventoriesinclude a second inventory of at least one of: (i) virtual itemsavailable to a second user in the online game, and (ii) resourcesavailable to the second user in the online game; store associations ofdiscrete groups of the users in the online game as affiliations, whereinthe affiliations include a first affiliation of a first discrete groupof the users, and wherein the first affiliation includes the first userand the second user; present a request from the first user to otherusers in the first affiliation, including the second user, wherein therequest is for at least one of: (i) one or more virtual items, and (ii)one or more resources; and provide some or all as requested from thesecond inventory to the first inventory such that at least one occurs:(i) one or more virtual items are removed from the second inventory ofthe second user, and (ii) one or more resources are removed from thesecond inventory of the second user.
 2. The system of claim 1, whereinthe first affiliation includes at least one of an alliance, a team, aguild, and a cohort of users.
 3. The system of claim 1, whereinmembership of the affiliations is controlled through requests andacceptances from the users.
 4. The system of claim 1, wherein membershipof the first affiliation is offered by the first user to a differentuser that is not included in the first affiliation, and wherein thedifferent user becomes a member of the first affiliation by acceptingthe membership as offered.
 5. The system of claim 1, wherein providingsome or all as requested to the first inventory accomplishes at leastone of: (i) making initiation of an action possible, (ii) speeding up await time, and (iii) eliminating the wait time.
 6. The system of claim1, wherein providing some or all as requested to the first inventoryhelps the first user complete one or more game play loops comprising atleast one of training, building, researching, character leveling,marching, and defending.
 7. The system of claim 1, wherein providingsome or all as requested occurs without any compensation in the form orresources becoming available to the second user.
 8. The system of claim1, wherein providing some or all as requested depletes a virtualcurrency from the second inventory.
 9. The system of claim 1, whereinproviding some or all as requested depletes an in-game item from thesecond inventory.
 10. The system of claim 1, wherein the request is onlypresented to the other users in the first affiliation.
 11. Acomputer-implemented method of providing assistance between users in anonline game, the method being implemented in a computer systemcomprising one or more physical processors, the method comprising:storing inventories of at least one of virtual items and resources thatare available to the users in the online game, wherein the inventoriesinclude a first inventory of at least one of: (i) virtual itemsavailable to a first user in the online game, and (ii) resourcesavailable to the first user in the online game, wherein the inventoriesinclude a second inventory of at least one of: (i) virtual itemsavailable to a second user in the online game, and (ii) resourcesavailable to the second user in the online game; storing associations ofdiscrete groups of the users in the online game as affiliations, whereinthe affiliations include a first affiliation of a first discrete groupof the users, and wherein the first affiliation includes the first userand the second user; presenting a request from the first user to otherusers in the first affiliation, including the second user, wherein therequest is for at least one of: (i) one or more virtual items, and (ii)one or more resources; and providing some or all as requested to thefirst inventory such that at least one occurs: (i) one or more virtualitems are removed from the second inventory of the second user, and oneor more resources are removed from the second inventory of the seconduser.
 12. The method of claim 11, wherein the first affiliation includesat least one of an alliance, a team, a guild, and a cohort of users. 13.The method of claim 11, wherein membership of the affiliations iscontrolled through requests and acceptances from the users.
 14. Themethod of claim 11, wherein membership of the first affiliation isoffered by the first user to a different user that is not included inthe first affiliation, and wherein the different user becomes a memberof the first affiliation by accepting the membership as offered.
 15. Themethod of claim 11, wherein providing some or all as requested to thefirst inventory accomplishes at least one of: (i) making initiation ofan action possible, (ii) speeding up a wait time, and (iii) eliminatingthe wait time.
 16. The method of claim 11, wherein providing some or allas requested to the first inventory helps the first user complete one ormore game play loops comprising at least one of training, building,researching, character leveling, marching, and defending.
 17. The methodof claim 11, wherein providing some or all as requested occurs withoutany compensation in the form or resources becoming available to thesecond user.
 18. The method of claim 11, wherein providing some or allas requested depletes a virtual currency from the second inventory. 19.The method of claim 11, wherein providing some or all as requesteddepletes an in-game item from the second inventory.
 20. The method ofclaim 11, wherein the request is only presented to the other users inthe first affiliation.